2D field of view demo
Dev tools
algorithm demo
SHOW HN2016
How HN took it
9 positive, 7 neutral or asking, 0 mixed, 6 critical, out of 22 comments about the project. Thread score +0.12.
Idea: 5 for, 1 againstExecution: 0 for, 5 againstDocs: 2 for, 0 againstDesign: 1 for, 0 against
The thread, comment by comment
Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.
positive neutral or mixed critical about another commenter or something else the maker
What HN said
What people liked
Well commented code and clear writeup
From 3 comments
The code is very well commented! Great learning resource for anybody interested.
BasDirks on HNThis is really cool, appreciate the demo, source and the writeup. The debug view is beautiful. Great work.
intruder on HNThis looks great. Loved reading the writeup!
mar_tin on HN
Clean visualization and debug view
From 2 comments
This is really cool, appreciate the demo, source and the writeup. The debug view is beautiful. Great work.
intruder on HNEven with a known algorithm, it can be cool to see a clean visualization of it. OP was clever enough to figure it out, and that's great, but it bugs me some every time I see them…
khedoros on HN
Objections
Algorithm and technique are decades old and already used in classic games
From 1 comment
So... Can anyone explain what is so special or interesting about this? Both the idea and the algorithms are decades old and were already used in the 80s and 90s computer games…
Artlav on HN
Requests
Fix floating-point corner case bugs in rendering
From 4 comments
Got a bug here: http://pasteboard.co/1vhAc3yM.png
Eun on HNI found a bit of a weird 'bug', where I could get the POV to have a straight edge (rather than the curvature), if it's of any use: http://imgur.com/a/MPzGa
mrmattyboy on HNI found different bug. Might it be the same issue? https://imgur.com/Rxaq72M
Scea91 on HNI found a bug http://imgur.com/VDQOT7o
blastseld on HN
Questions
How would the approach change for grid-based obstacles instead of polygons
From 1 comment
Interesting! How much more complicated would it be if the obstacles were not polygons but points on a grid? I've always been curious how the FoV was computed so fast in the…
MasterScrat on HN
Alternatives named
Recursive shadowcasting (roguelikes)
From 1 comment
The algorithm is called "recursive shadowcast" and has long been used in roguelike games. I once implemented a vector adaptation of this algorithm for the groundbreaking non-tile…
Grue3 on HN
Red Blob Games visibility article
From 1 comment
Old (June 2012), but still interesting related article: http://www.redblobgames.com/articles/visibility/
xabi on HN
Eric Lippert shadowcasting series
From 1 comment
Good job OP. I personally found Eric Lippert's 6-part series (and playable Silverlight demo) on the subject fascinating. I didn't notice it referenced in your design document, so…
sclangdon on HN
Shadow mapping via Z-buffer
From 1 comment
This is some interesting work! I was musing about another algorithm to achieve the same effect, as I was reading: * First render the scene in 3D, from the viewer's position,…
asQuirreL on HN